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This book constitutes the proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014. The 8 full papers presented together with 4 special session papers, 4 panels and 6 extended abstracts were carefully selected from 26 submissions. The papers present interdisciplinary research, covering topics such as creativity applied to technology, AI, cognition and models of engagement and play. The special session papers address the topic of humor in intelligent environments.
This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
These are the proceedings of the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). The ?rst edition of this conference, organised in Madonna di Campiglio, saw the gathering of a diverse audience with broad and varied interests. With presentations on topics ranging from underlying technology to intelligent interaction and entertainment applications, several inspiring invited lectures, a demonstration session and a hands-on design garage, that ?rst edition of INTETAIN generated a lot of - teraction between participants in a lively atmosphere. We hope that we have managed to continue this direction with the third edition, which will take place in Amsterdam,following the secondedition heldin Cancun. ' The submissions for short and long papers this year show a certain focus on topics such as emergent games, exertion interfaces and embodied interaction, but also cover important topicsofthepreviouseditions,suchas,a?ectiveuserinterfaces,storytelling,s- sors, tele-presence in entertainment, animation, edutainment, and (interactive) art. The presentationof the accepted papers,together with the manyinteractive demonstrations of entertainment and art installations, and other participative activities to be held during the conference, should go some way towards recre- ing the open and interactive atmosphere that has been the goal of INTETAIN since its beginning. In addition to the aforementioned papers and demonstrations, we are happy to presentcontributionsfrom threeexcellent invitedspeakersfor INTETAIN 09.
This monograph introduces a new, systematic taxonomy of Sports Interaction Technology (Sports ITech) that defines a design space of existing and future work in this domain. The authors put the taxonomy in a context of sport science and practice, target outcomes of sports, the underlying factors that influence them, and the role that sports technology plays in supporting sports science and practice. They build on the existing taxonomies and a vast body of literature from multiple domains of HCI, technology, sports science, and related work in Sports ITech, and complement it with identified gaps in the literature. This taxonomy is meant to be used by designers of Sports ITech. It will help better highlight and position existing work as well as provide input and inspiration for the design and deployment of such technology. It offers a description of a design space suitable to support designers, technologists, and sports people with a mindset to design, deploy, and adapt Sports ITech. The authors present this work as a call to action to bring HCI and the sports sciences closer together in the new field of Sports Interaction Technology, and aim to set a shared agenda for future developments. A Design Space of Sports Interaction Technology is a complete guide to navigate the literature from the many underlying disciplines of Sports ITech.
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